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Finish a texture you can diagnose
Use the small robot project from the modeling lesson. Keep its Generic Model format, existing bones and 32 × 32 texture. Save a copy named workshop_bot_texture.bbmodel before changing UV placement. The goal is a readable face, contrasting feet and no accidental mirrored detail.
1. Establish front and back
Select the head cube. In Edit mode, inspect its faces in the UV panel, then switch to Paint mode and place one bright test pixel on the robot's intended front. Rotate the viewport to find that pixel. If it appears on another face too, those faces share texture coordinates. Decide whether that sharing is intentional before painting the final eyes.
The Blockbench editor guide explains the UV and paint controls. In per-face UV mode, inspect each face separately; in Box UV mode, inspect the unfolded box. Avoid switching modes midway through finished artwork without a backup.
2. Use a small original palette
Add these colors to the palette, or choose your own:
Fill the body with the middle tone, the head with the light tone and the feet with the dark tone. Draw a two-pixel-high gold eye strip on the front of the head, leaving a darker border. Keep the first pass flat: at gameplay distance, silhouette and value contrast matter more than tiny noisy details.
3. Find accidental UV overlap
Paint a temporary red mark on one foot. Check the other foot and every face of the body. If an unrelated face changes, select its UV island and inspect the overlap. Move only the island that should be independent, keep it inside the texture, and repaint the test mark. Shared UVs can be useful for deliberately identical sides; asymmetrical eyes, symbols and wear need their own space.
Inspect front, back, left, right, top and bottom views. Transparent pixels can make a face appear missing even when its cube is present. Two nearly coincident surfaces can flicker; that is a geometry problem, so do not try to hide it by painting a darker patch. Compare the model in solid and textured view to separate shape issues from texture issues.
4. Test the animation poses
Play the idle, walk and wave animations. Watch the joints and soles. A face hidden in the standing pose may become visible when a leg swings. Fix exposed transparent areas and stretched details, then inspect the neutral pose again. Avoid moving pivots to compensate for a texture error.
5. Keep a usable export checkpoint
Save the project and a copy of its texture PNG. Close and reopen the project; confirm the texture and UV placement remain intact. Take matching front and side screenshots. Continue with the Model Engine import lesson and compare the actual client view to the editor. Keep the older working pack until the new texture has been checked in game.
For a help post, include the project format, the affected face, the UV panel and a screenshot of the wrong in-game result. A cropped UV screenshot is more useful than an unexplained image of a purple model. The format comparison helps distinguish editable projects from target-specific exports.
Use the small robot project from the modeling lesson. Keep its Generic Model format, existing bones and 32 × 32 texture. Save a copy named workshop_bot_texture.bbmodel before changing UV placement. The goal is a readable face, contrasting feet and no accidental mirrored detail.
1. Establish front and back
Select the head cube. In Edit mode, inspect its faces in the UV panel, then switch to Paint mode and place one bright test pixel on the robot's intended front. Rotate the viewport to find that pixel. If it appears on another face too, those faces share texture coordinates. Decide whether that sharing is intentional before painting the final eyes.
The Blockbench editor guide explains the UV and paint controls. In per-face UV mode, inspect each face separately; in Box UV mode, inspect the unfolded box. Avoid switching modes midway through finished artwork without a backup.
2. Use a small original palette
Add these colors to the palette, or choose your own:
Code:
Body shadow #27343E
Body middle #536B79
Head light #A6BBC5
Eye gold #F3C768
Feet dark #19232B
3. Find accidental UV overlap
Paint a temporary red mark on one foot. Check the other foot and every face of the body. If an unrelated face changes, select its UV island and inspect the overlap. Move only the island that should be independent, keep it inside the texture, and repaint the test mark. Shared UVs can be useful for deliberately identical sides; asymmetrical eyes, symbols and wear need their own space.
Inspect front, back, left, right, top and bottom views. Transparent pixels can make a face appear missing even when its cube is present. Two nearly coincident surfaces can flicker; that is a geometry problem, so do not try to hide it by painting a darker patch. Compare the model in solid and textured view to separate shape issues from texture issues.
4. Test the animation poses
Play the idle, walk and wave animations. Watch the joints and soles. A face hidden in the standing pose may become visible when a leg swings. Fix exposed transparent areas and stretched details, then inspect the neutral pose again. Avoid moving pivots to compensate for a texture error.
5. Keep a usable export checkpoint
Save the project and a copy of its texture PNG. Close and reopen the project; confirm the texture and UV placement remain intact. Take matching front and side screenshots. Continue with the Model Engine import lesson and compare the actual client view to the editor. Keep the older working pack until the new texture has been checked in game.
For a help post, include the project format, the affected face, the UV panel and a screenshot of the wrong in-game result. A cropped UV screenshot is more useful than an unexplained image of a purple model. The format comparison helps distinguish editable projects from target-specific exports.
